local skill = fk.CreateSkill {
  name = "pc__tingxian",
}

skill:addEffect(fk.TargetSpecified, {
  anim_type = "offensive",
  can_trigger = function(self, event, target, player, data)
    return target == player and player:hasSkill(skill.name) and data.card and data.card.trueName == "slash"
  end,
  on_use = function(self, event, target, player, data)
    local room = player.room
    room:loseHp(player, 1, skill.name)
    player:drawCards(1,skill.name)
  end,
})

skill:addEffect(fk.CardUseFinished, {
  anim_type = "negative",
  can_trigger = function(self, event, target, player, data)
    return target == player and player:hasSkill(skill.name) and
      data.card and data.card.trueName == "slash" and not data.damageDealt
  end,
  on_cost = Util.TrueFunc,
  on_use = function(self, event, target, player, data)
    player.room:recover{
        who = player,
        num = 1,
        recoverBy = player,
        skillName = skill.name,
    }
  end,
})
Fk:loadTranslationTable{
  ["pc__tingxian"] = "铤险",
  [":pc__tingxian"] = "当你使用【杀】指定目标后，你可以失去1点体力并摸一张牌；当你使用【杀】结算完后。若未造成伤害，你回复1点体力。",
  ["$pc__tingxian1"] = "生民如刍狗，征徂无时停。",
  ["$pc__tingxian2"] = "仰首长天问，星夜迸作兵。",
}
return skill